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Alright, now.. Here's a little disclaimer:
Most of these ideas are my own, but certain things like the charged swooping and the melee powerstruggles are just ideas I took my take on that I've seen from other people. I don't know exactly who had the charged swoop idea, but thanks. Also, I've already shown the team this, and I know that the timing for the comboes is pretty quick, so that would be changed. I just never updated the file. And uh.. I talked to Joe and Masta, and they said they'd see about including some of this, but they never really said what. I just wanted to know the community's opinion. This is basically me just taking what the team said and what some people said, and then trying to make them all come together so everyone's happy. This isn't to put down the team's idea, since it's actually just a modified form of it. So.. all that aside, here we go.
*And please do not post unless you have read what you're posting about in detail. I don't want to have to be put in a position where I say, if you read this part, you'd understand.*
ESF Outline:
Concepts by: Halorin with the suggestions of various others
Controls:
W,S,A,D Movement
Space Jump
G Teleport
T Turbo
F Fly
E Charge Ki
Mouse1 Primary Attack
Mouse2 Secondary Attack
Swoop:
Swoop starts by tapping Mouse1. Charged Swoops are possible by holding Mouse2 for 1 second and letting go. Charged Swoops give increased damage and speed, but you will be stunned for one second at the end of your attack. After you are swooping, you let go of the button you hit and then hold another, corresponding to what attack you want to do.
Chain Combo:
If youâre swooping at someone and you hit while holding mouse1, you will break into a Chain Combo. Upon hit, the attacker throws a punching assault at the defender. The assault can last for a maximum of three seconds. During the assault, the attack continues to hold mouse1 and is able to hit W,S,A,D, or space for a custom made series of attacks. Keypresses are represented in a bar that shows up, giving you an idea of what keys youâve hit. There are light and heavy versions of each attack by either tapping or holding the button. The amounts of punches that can be thrown are calculated in blocks. Light punches count for one block, heavy for two. You have a maximum of 3 seconds to place your assault, but the time is cut with each key press. So if you have 3 seconds and you hit a heavy attack, one third of the bar is cut. So this means that you can pull a maximum of three heavy hits, or six light hits, or any variation of that. If the attacker hits the mouse2 button during their combo, the combo ends and after any previous attacks are played out, the attacker would go to grab and throw the defender. The attacker can charge the throw for a minimum of .5 seconds and for a max of whatever time they left themselves in the combo bar. Going over the max will have the defender break free and be open to countering with a knockback or a Chain Combo.
The attacker can cut short the combo by letting go out of mouse1, but the the later mentioned 40 millisecond delay will still ride out for any inputted attacks.
After the combo, the defender will see the keypresses at 50 millisecond intervals. They will see light attacks for 30 and heavy attacks for 40, but they will have to hold the keypresses as the respective hit. If the defender blocks each attack, the attacker is stunned for 100 milliseconds and the defender can either hit mouse1 to Chain Combo or mouse2 to knock them back. This knockback would send them back as far a 1.1 hit would. The stun time would also allow them to get away from the attacker to charge ki or whichever they see fit.
If an attacker successfully land at least 2 light hits and 1 heavy hit and end with a light hit, the defender will be stunned for 100 milliseconds. Attacker can hit mouse1 to execute a grab/finishing move (many ideas for this), or mouse2 to knockback the defender for the length of a 1.1 hit.
Hitting the teleport key while Chain Comboing will end the chain like a throw would. If unblocked, the attacker pops up behind the defender. Hitting Mouse1 would start a chain combo without the possibility of creating a custom string of attacks. This would do more damage than a regular Chain Combo would. Mouse2 would be a 1.1 style melee hit, or a grab move depending on the character. (This could be fooled around with. Freezaâs tail comes to mind here for me. Stuff like that. For characters without things like that, a knockback would be fine.) If the defender hits the teleport key when prompted to, they will teleport once the attacker does and land a teleportâs distance above the attacker. The attacker will be momentarily stunned, looking for the defender.
For Ki costs, there will only be an initiating ki cost for both the player and the defender. All blocks and teleports during the combo will be âfreeâ in terms of ki. If the attacker goes to Chain Combo but doesnât have enough ki to begin with, they wonât be able to make a combo, and will be stunned after stopping. The defender can then either knock back or Chain Combo. If the defender doesnât have the ki, they wonât be eligible to block anything. This cost will be around 1.5 times the amount of ki it takes to melee someone now.
If the defender is chain comboâd into a wall, they will receive more damage per punch and the attacker will have 2 blocks added onto his custom combo.
Blocking:
Blocked CCâs will still have the primary punching assault, but no combo will be possible. The attacker will have to teleport away or block himself or get knocked back or Chain Comboâd. If a blocking player doesnât have the ki enter the Chain Combo, halfway through their guard will break and they will be susceptible to taking more attacks than more. 2 or 4 more blocks of hits will be added. They will still be able to block that first half of attacks, though.
Blocked Knockbacks will send the defender just outside of the non swoop zone, setting themselves up for a swoop back into the action. The attacker in this situation would have the time to either block himself, teleport away, or attack head on.
If the defender is still hit into a wall, they will drop down and take wall hit damage as if they had been normally hit. They will be stunned 100 milliseconds longer than normal because their guard was broken.
Damage:
Chain Combo : 1 per punch, max 10 punches over 3 seconds.
Light CC Hit : 4
Heavy CC Hit : 8
Throw : 5 x seconds charged (including decimals)
Wall Hit : 10
Turbo : +25%
Charged Swoop : +20%
If under 600,000 PL : (Turbo Included and Charged Swoop) -15%
If over 600,000 PL : (Turbo Included and Charged Swoop) +15%
Back Chain Combo : 3 per punch, max 6 punches over 3 seconds
Back Knockback : 25
Head Ons:
Chain Combo + Knockback: Players are knocked away from each other. CCâer takes 10 damage, KBâer takes 5. The KBâer recovers quicker than the CCâer. (Only makes sense, the knockback is going for a strong rush, the Chain Combo is going for a quick punch to start with.)
Knockback + Knockback: Players are knocked away from each other, taking 10 damage a piece.
Chain Combo + Chain Combo: (Dun dun dunnnnn!) *BASSY VOICE* MELEE POWER STRUGGLEâ¦.!!!! D: MORTAL KOMBAT!!! *cues that techno-dance theme from the ****ty movie series*
Disclaimer: The base concept of this was shown to me by PCJoe, so he gets the credit. I just kinda.. put values to it and threw in what I thought was strategic.
A regular power struggle bar appears, and two numbers at each side of it are there. The left is your melee level, and the right is your opponentâs (how many of them there may be.) Also, another bar shows up to the right of the screen. This will be referred to here on as the Stamina bar. Each player starts at ML(melee level) one, and each time mouse1 is pressed, the ML will increase by either 1, or 1.6 if youâre transformed. By having turbo, your current value will be multiplied like this:
Normal : 1
Turbo : 1+.4
Transformed : 1+ .6
Charged : 1+.4
Each time you press Mouse1, your stamina bar goes up. Upon reaching full, you can either hit Mouse1 again to try and get an edge by adding 2.5 instead of one, or you can wait to let your stamina die down. By going over your limit, you run the chance of burning out and losing the battle. You will have about 3 seconds after youâd gone over your limit to win the battle, so this will be an all or nothing type of deal. Winning the struggle by going over your limit will leave you stunned for 200 milliseconds.
Stamina will start at 50% and go down at 75% of the speed of a generic beam jump.
Adding to your ML with turbo on will cost you more stamina wise per keypress than without, as will charging your swoop. You will have the advantage of reaching higher MLâs faster, but you also run the chance of burning out quicker.
It will cost you the same amount of ki to break into a CC to start a powerstruggle. Ki will then slowly go down on its own. Each time you hit turbo, a small amount of ki will be taken away, so itâs not wise to switch on and off with turbo. You will also burn ki faster with turbo on.
Hitting Move back (S) will lower your ML by 3, but give you a third of your ki in return so you can continue the struggle. If you reach 0, in ki or in ML, you lose the struggle. Your stamina is not decreased if you lower your ML.
If a player gets ahead of another by 5, they will win the struggle. If a player A is ahead by 4.9 or less, then player B will start to receive damage at 3 for every 2 seconds and the struggle will move physically in favor of the winning player. Wall damage adds 2 damage per every 2 seconds.. In this case, Player A will receive damage 1 for every 2 seconds. If the melee levels are within 1.5, each player will take 1 for every 2 seconds.
A player can opt out of the struggle by pressing the block key, only if they are within 1.5 ML of the other player. This would end up with the blocking player swooping backward after taking a hard hit. The attacker would automatically swoop after the player in a chain combo, where they could set up a custom series of attacks. The blocker would then be able to attempt to block the onslaught and counter. There is the disadvantage of taking damage in blocking out of a struggle, but you can still gain the upper hand later on. This was set up this way to frown upon backing away from a struggle unless you want to keep the losses at a minimum.
Winning a struggle allows you to land a heavy hit and break into a chain combo that the loser cannot block, this includes all but teleports. Blockers can still teleport away from a combo if the attacker tries to teleport behind them.
*cues bassy voice* FATALITY. D:
Multiple fighting situations:
If an attacker is Chain Comboâing, they can be knocked away from the defender if a third person does so, but cannot be CCâd. In struggles, players can add themselves in, but must work as a team to keep the ML going up, but keeping the stamina down. For each added player to a side, they will be giving 30% more stamina to work with. Each player is able to add to the ML, but overdoing it will have them lose and both will be knocked away by the single player. There is no option to go over the limit if there is more than one person on a side of the struggle. Think of when Ginyu was struggling with Krillin and Gohan and he found an opening and was able to knock them both back. The players on the same team will get in the way of each other if they go over the stamina limit. If the team wins the struggle, the sole player will receive knockback + (6 * amount of players.)
Miscellaneous Thoughts:
I, Halorin, always thought it would be cool to add character specific things in melee to give them all a reason to be played. For example, say if during a melee struggle, Krillin or Piccolo hit mouse2 and they split formed at the cost of ki, but their ML went up 2 at a time at the cost 1.5 of the normal stamina cost. That would be pretty cool, huh? Or if Freezaâs back grab was the volleyball teleport thing he did. Of course it would have to be scripted and automatically done more or less, but maybe the player could aim it out into the open for a maximum of 3 hits. That would be pretty slick, if you asked me. I donât know. Stuff like that couldnât hurt later on, Iâd say.
Most of these ideas are my own, but certain things like the charged swooping and the melee powerstruggles are just ideas I took my take on that I've seen from other people. I don't know exactly who had the charged swoop idea, but thanks. Also, I've already shown the team this, and I know that the timing for the comboes is pretty quick, so that would be changed. I just never updated the file. And uh.. I talked to Joe and Masta, and they said they'd see about including some of this, but they never really said what. I just wanted to know the community's opinion. This is basically me just taking what the team said and what some people said, and then trying to make them all come together so everyone's happy. This isn't to put down the team's idea, since it's actually just a modified form of it. So.. all that aside, here we go.
*And please do not post unless you have read what you're posting about in detail. I don't want to have to be put in a position where I say, if you read this part, you'd understand.*
ESF Outline:
Concepts by: Halorin with the suggestions of various others
Controls:
W,S,A,D Movement
Space Jump
G Teleport
T Turbo
F Fly
E Charge Ki
Mouse1 Primary Attack
Mouse2 Secondary Attack
Swoop:
Swoop starts by tapping Mouse1. Charged Swoops are possible by holding Mouse2 for 1 second and letting go. Charged Swoops give increased damage and speed, but you will be stunned for one second at the end of your attack. After you are swooping, you let go of the button you hit and then hold another, corresponding to what attack you want to do.
Chain Combo:
If youâre swooping at someone and you hit while holding mouse1, you will break into a Chain Combo. Upon hit, the attacker throws a punching assault at the defender. The assault can last for a maximum of three seconds. During the assault, the attack continues to hold mouse1 and is able to hit W,S,A,D, or space for a custom made series of attacks. Keypresses are represented in a bar that shows up, giving you an idea of what keys youâve hit. There are light and heavy versions of each attack by either tapping or holding the button. The amounts of punches that can be thrown are calculated in blocks. Light punches count for one block, heavy for two. You have a maximum of 3 seconds to place your assault, but the time is cut with each key press. So if you have 3 seconds and you hit a heavy attack, one third of the bar is cut. So this means that you can pull a maximum of three heavy hits, or six light hits, or any variation of that. If the attacker hits the mouse2 button during their combo, the combo ends and after any previous attacks are played out, the attacker would go to grab and throw the defender. The attacker can charge the throw for a minimum of .5 seconds and for a max of whatever time they left themselves in the combo bar. Going over the max will have the defender break free and be open to countering with a knockback or a Chain Combo.
The attacker can cut short the combo by letting go out of mouse1, but the the later mentioned 40 millisecond delay will still ride out for any inputted attacks.
After the combo, the defender will see the keypresses at 50 millisecond intervals. They will see light attacks for 30 and heavy attacks for 40, but they will have to hold the keypresses as the respective hit. If the defender blocks each attack, the attacker is stunned for 100 milliseconds and the defender can either hit mouse1 to Chain Combo or mouse2 to knock them back. This knockback would send them back as far a 1.1 hit would. The stun time would also allow them to get away from the attacker to charge ki or whichever they see fit.
If an attacker successfully land at least 2 light hits and 1 heavy hit and end with a light hit, the defender will be stunned for 100 milliseconds. Attacker can hit mouse1 to execute a grab/finishing move (many ideas for this), or mouse2 to knockback the defender for the length of a 1.1 hit.
Hitting the teleport key while Chain Comboing will end the chain like a throw would. If unblocked, the attacker pops up behind the defender. Hitting Mouse1 would start a chain combo without the possibility of creating a custom string of attacks. This would do more damage than a regular Chain Combo would. Mouse2 would be a 1.1 style melee hit, or a grab move depending on the character. (This could be fooled around with. Freezaâs tail comes to mind here for me. Stuff like that. For characters without things like that, a knockback would be fine.) If the defender hits the teleport key when prompted to, they will teleport once the attacker does and land a teleportâs distance above the attacker. The attacker will be momentarily stunned, looking for the defender.
For Ki costs, there will only be an initiating ki cost for both the player and the defender. All blocks and teleports during the combo will be âfreeâ in terms of ki. If the attacker goes to Chain Combo but doesnât have enough ki to begin with, they wonât be able to make a combo, and will be stunned after stopping. The defender can then either knock back or Chain Combo. If the defender doesnât have the ki, they wonât be eligible to block anything. This cost will be around 1.5 times the amount of ki it takes to melee someone now.
If the defender is chain comboâd into a wall, they will receive more damage per punch and the attacker will have 2 blocks added onto his custom combo.
Blocking:
Blocked CCâs will still have the primary punching assault, but no combo will be possible. The attacker will have to teleport away or block himself or get knocked back or Chain Comboâd. If a blocking player doesnât have the ki enter the Chain Combo, halfway through their guard will break and they will be susceptible to taking more attacks than more. 2 or 4 more blocks of hits will be added. They will still be able to block that first half of attacks, though.
Blocked Knockbacks will send the defender just outside of the non swoop zone, setting themselves up for a swoop back into the action. The attacker in this situation would have the time to either block himself, teleport away, or attack head on.
If the defender is still hit into a wall, they will drop down and take wall hit damage as if they had been normally hit. They will be stunned 100 milliseconds longer than normal because their guard was broken.
Damage:
Chain Combo : 1 per punch, max 10 punches over 3 seconds.
Light CC Hit : 4
Heavy CC Hit : 8
Throw : 5 x seconds charged (including decimals)
Wall Hit : 10
Turbo : +25%
Charged Swoop : +20%
If under 600,000 PL : (Turbo Included and Charged Swoop) -15%
If over 600,000 PL : (Turbo Included and Charged Swoop) +15%
Back Chain Combo : 3 per punch, max 6 punches over 3 seconds
Back Knockback : 25
Head Ons:
Chain Combo + Knockback: Players are knocked away from each other. CCâer takes 10 damage, KBâer takes 5. The KBâer recovers quicker than the CCâer. (Only makes sense, the knockback is going for a strong rush, the Chain Combo is going for a quick punch to start with.)
Knockback + Knockback: Players are knocked away from each other, taking 10 damage a piece.
Chain Combo + Chain Combo: (Dun dun dunnnnn!) *BASSY VOICE* MELEE POWER STRUGGLEâ¦.!!!! D: MORTAL KOMBAT!!! *cues that techno-dance theme from the ****ty movie series*
Disclaimer: The base concept of this was shown to me by PCJoe, so he gets the credit. I just kinda.. put values to it and threw in what I thought was strategic.
A regular power struggle bar appears, and two numbers at each side of it are there. The left is your melee level, and the right is your opponentâs (how many of them there may be.) Also, another bar shows up to the right of the screen. This will be referred to here on as the Stamina bar. Each player starts at ML(melee level) one, and each time mouse1 is pressed, the ML will increase by either 1, or 1.6 if youâre transformed. By having turbo, your current value will be multiplied like this:
Normal : 1
Turbo : 1+.4
Transformed : 1+ .6
Charged : 1+.4
Each time you press Mouse1, your stamina bar goes up. Upon reaching full, you can either hit Mouse1 again to try and get an edge by adding 2.5 instead of one, or you can wait to let your stamina die down. By going over your limit, you run the chance of burning out and losing the battle. You will have about 3 seconds after youâd gone over your limit to win the battle, so this will be an all or nothing type of deal. Winning the struggle by going over your limit will leave you stunned for 200 milliseconds.
Stamina will start at 50% and go down at 75% of the speed of a generic beam jump.
Adding to your ML with turbo on will cost you more stamina wise per keypress than without, as will charging your swoop. You will have the advantage of reaching higher MLâs faster, but you also run the chance of burning out quicker.
It will cost you the same amount of ki to break into a CC to start a powerstruggle. Ki will then slowly go down on its own. Each time you hit turbo, a small amount of ki will be taken away, so itâs not wise to switch on and off with turbo. You will also burn ki faster with turbo on.
Hitting Move back (S) will lower your ML by 3, but give you a third of your ki in return so you can continue the struggle. If you reach 0, in ki or in ML, you lose the struggle. Your stamina is not decreased if you lower your ML.
If a player gets ahead of another by 5, they will win the struggle. If a player A is ahead by 4.9 or less, then player B will start to receive damage at 3 for every 2 seconds and the struggle will move physically in favor of the winning player. Wall damage adds 2 damage per every 2 seconds.. In this case, Player A will receive damage 1 for every 2 seconds. If the melee levels are within 1.5, each player will take 1 for every 2 seconds.
A player can opt out of the struggle by pressing the block key, only if they are within 1.5 ML of the other player. This would end up with the blocking player swooping backward after taking a hard hit. The attacker would automatically swoop after the player in a chain combo, where they could set up a custom series of attacks. The blocker would then be able to attempt to block the onslaught and counter. There is the disadvantage of taking damage in blocking out of a struggle, but you can still gain the upper hand later on. This was set up this way to frown upon backing away from a struggle unless you want to keep the losses at a minimum.
Winning a struggle allows you to land a heavy hit and break into a chain combo that the loser cannot block, this includes all but teleports. Blockers can still teleport away from a combo if the attacker tries to teleport behind them.
*cues bassy voice* FATALITY. D:
Multiple fighting situations:
If an attacker is Chain Comboâing, they can be knocked away from the defender if a third person does so, but cannot be CCâd. In struggles, players can add themselves in, but must work as a team to keep the ML going up, but keeping the stamina down. For each added player to a side, they will be giving 30% more stamina to work with. Each player is able to add to the ML, but overdoing it will have them lose and both will be knocked away by the single player. There is no option to go over the limit if there is more than one person on a side of the struggle. Think of when Ginyu was struggling with Krillin and Gohan and he found an opening and was able to knock them both back. The players on the same team will get in the way of each other if they go over the stamina limit. If the team wins the struggle, the sole player will receive knockback + (6 * amount of players.)
Miscellaneous Thoughts:
I, Halorin, always thought it would be cool to add character specific things in melee to give them all a reason to be played. For example, say if during a melee struggle, Krillin or Piccolo hit mouse2 and they split formed at the cost of ki, but their ML went up 2 at a time at the cost 1.5 of the normal stamina cost. That would be pretty cool, huh? Or if Freezaâs back grab was the volleyball teleport thing he did. Of course it would have to be scripted and automatically done more or less, but maybe the player could aim it out into the open for a maximum of 3 hits. That would be pretty slick, if you asked me. I donât know. Stuff like that couldnât hurt later on, Iâd say.